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Re: Procedural A.I.?

I was mulling over Freelancer today and remembered one thing about the AI that bugged me when I got to the higher levels. I'd like to turn it into a suggestion for LT, so I figured I'd add it here rather than add a new thread; if it's a duplicate of a previous suggestion then my apologies. (Note: I ...

Re: AI Generals

Something tells me that those kinds of interactions won't really be a must-have for Josh (when compared to, say, decent combat AI!). The personality type thing is a way to try and give NPCs some variation over dry stats. You could probably get the same effect in the players' mind with a procedural g...

Re: Planet-based play

If a planet has an orbital station, then that could be the gateway. As we'll use menus to interact with the station, there could be extended menus to interact with the planet it serves. That way you could trade with planetside companies, buy and sell assets, maybe even set up extraction sites. Esse...

Re: AI Generals

Micromanagement is definitely the biggest problem if the game wishes to scale to large empires. My recommendation may be that you can hire an executive "board". The board is not of fixed size - you can appoint as many or as few members as you see fit - and you can choose what is offloaded to each me...

Re: Making mining fun

For any slow sweep, I'd also suggest the idea of dropping off probes that can take their time to scan a region, and pick them up later. The survey data can be uploaded to your mapping computer, and that way you can survey large regions of asteroid over time even while you're busy elsewhere. As your...

Re: AI Generals

I believe that its important that some thought is given to how objects that you don't control yourself - planets, stations, fleets and ships - are to be managed if this really is going to be an empire game as much as a single-pilot game. Command staff for your fleets would play a big part in that, b...

Re: Making mining fun

You are proposing Dwarf Fortress in Space. Clearly no intention to make something that isn't fun, or is too intimidating for the majority of players. But Josh has mentioned many times that information will be a commodity. This means that there has to be some work involved in acquiring data about th...

Re: Making mining fun

I was thinking about this mining business. Reading through this and the "Resource gathering" thread I see that there's been plenty of discussion around the mining methods, but only cursory touches on a part of the game that I think could be made extremely interesting: prospecting. I think it's usefu...

Re: Dev Logs - great stuff!

I too would like to congratulate Josh on the dev logs. They have rapidly become one of my daily reads. I consume them with combined feelings of inspiration for the size of the task that Josh has undertaken and his herculean programming effort; and intense jealously that I'll never have his obvious c...

Re: Controls!

Control methods also interest me greatly. I've seen some comments from Josh about using the mouse for 'heavy aiming' or some such, but nothing specific. Joystick support is also promised. Whilst I understand the desire for this, and spent many hours with my Gravis Advanced playing Wing Commander bac...

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